Game MapScout

Fallout: New Vegas, The Mojave Wasteland, Interactive map

The game takes place in 2281, four years after the events of Fallout 3. The New California Republic plays a major part in the game's story, being in a three-way struggle amongst the Caesar's Legion slavers, and the mysterious Mr. House.

Key Features:

• View the locations of all marked places, skillbooks, unique weapons and snow globes on the map.

• Choose any location in the scrolling list - its icon on the map will be highlighted by a red border so you can easily see it among others, and also read the description of the location.

• Any location can be selected directly on the map (its icon will be highlighted by a red border) and in the information box above the map will be open a description.

Black Mountain

Black Mountain was unoccupied for over a century after the war. This area was so irradiated that no one survived in it. After the fall of the Master, many of the first generation super mutants headed east, and here they were able to find a place to set up a camp.

Over time, nightkin and the second generation super mutants trickled into Black Mountain, which eventually caused problems. The leader of the community, Marcus, was pushed out. After that, a paranoid schizophrenic nightkin named Tabitha progressively turned the satellite array into a fortress against all outsiders.

Black Rock Cave

Black Rock cave is a very small cavern. There are three nightkin inside the cave, a dead prospector, and a few dead coyotes.

Enemies: Nightkin master, Nightkin, Radscorpions (outside).

Notable loot: the Paladin Toaster, a unique version of the zap glove.

Bloodborne Cave

Inside the cave, there is a campfire near the entrance where the Courier can find a key. This key opens a Very Hard-locked gate (100 Lockpick) further along on the north side of the cave. Behind the locked door lies a considerable amount of loot.

Blue Paradise Vacation Rentals

Three beach houses, a small picnic area, submerged docks and many boats make up this lakelurk nest. Only two of the beach houses are accessible (radiation inside!). To the southwest of the houses there are two graves.

Buildings: Sunken beach houses.

Enemies: Lakelurks.

Notable loot: Sunset Sarsaparilla star bottle caps (2).

Bonnie Springs

Bonnie Springs is an old mining ghost town. The buildings are boarded up and a band of Vipers have made here their camp. The town will be taken over by cazadores after killing both Viper gang leaders.

Boulder Beach Campground

The campground has a bed inside the trailer and a campfire. To the north-west of the jetties, there is a hollowed-out rock containing random loot. It is the rock marked with "The Sun Is Killing Me" graffiti.

Enemies: Lakelurks.

Boulder City

Boulder City is a small town, mostly notable for its proximity to Hoover Dam and the 188 Trading Post. It was the site of intense fighting between NCR and Caesar’s Legion during the First Battle of Hoover Dam. The Rangers lured some of the toughest veteran Legionaries into the town and blew it to pieces with explosives. The city was almost entirely demolished as a result.

Return to Sender (Speak with Sergeant Reyes, then travel to all Ranger stations and deliver the codes).

No, Not Much (Request reinforcements for Bitter Springs).

Restoring Hope (Defeat the Legion at Nelson).

We Are Legion (Kill all NCR Officers at Camp Forlorn Hope).

Still in the Dark (Meet with a BoS scout near Camp FH).

Collect the Legion ears for Private James Sexton.

Collect the NCR dogtags for Quartermaster Mayes.

Notable loot: Big Book of Science in the Command Center, Sunset Sarsaparilla star bottle cap in the Mess Hall.

Camp Golf

Camp Golf is an NCR military base, located on the north shore of Lake Las Vegas. The camp consists of several tents on the golf course west of the resort building, near which are placed the command tent, infirmary, mess hall and shooting range. The perimeter is secured by several watchtowers.

Buildings: House Resort (it was owned by Robert House before the War), Camp Golf mess tent, Camp Golf tent (10), Misfits' tent.

I Put a Spell on You (Find out who is the agent of Caesar's Legion in the Camp McCarran).

I Don't Hurt Anymore (Help to solve a problem with Corporal Betsy).

The White Wash (Find out what happened to Cpl. White).

There Stands the Grass (Speak to Dr. Thomas Hildern).

Three-Card Bounty (Bring Major Dhatri three heads of the Fiend's leaders and collect the bounties).

Classic Inspiration (Take a picture of the McCarran Airfield sign).

You Can Depend on Me (Deliver the Crimson Caravan invoice to Dr. Hildern).

(Unmarked) Dealing with Contreras.

Help Lt. Boyd interrogate Silus or help Silus escape.

Return Ranger Morales' corpse to his wife Christina.

Help Cpl. William Farber fix the food processor.

Help Cpl. William Farber find a meat vendor.

Kill Motor-Runner and receive a reward from Col. Hsu.

Become a "Liked" with the NCR, then visit Colonel Hsu who will give you a key to the NCR Ranger safehouse.

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Camp Searchlight

The NCR recently set up a large base here, and this became a major obstacle for Caesar's Legion. Vulpes Inculta ordered some legionaries open the containers with radioactive wastes stored in the fire station. This diversion caused a massive wave of death and ghoulification among NCR troops that destroyed Camp Searchlight as a viable military base. The area is now highly radioactive.

Canyon Wreckage

Canyon Wreckage is the starting point for the add-on Lonesome Road (if Lonesome Road is not installed, the path to the Divide will be blocked by the wreckage of several burnt-out cars, trucks, and other objects).

Connects to: Pass to Canyon Wreckage.

Enemies: Coyotes.

Related quest: The Reunion (Travel to the Canyon Wreckage near Primm and enter the Divide).

Cap Counterfeiting Shack

The Cap Counterfeiting Shack is a small shack. In the basement of the shack is a Nuka-Cola vending machine, and two Sunset Sarsaparilla vending machines.

Cassidy Caravan Wreckage

Cassidy Caravan Wreckage is the final resting stop of Cass' Caravan. This location contains a dead brahmin, a wooden cart, several wooden boxes and crates with various loot, an ash pile and many drained energy cell cells scattered around.

Enemies: Cazadores.

Related quest: Heartache by the Number (Pay your respects with Cass at her caravan's grave).

Cazador Nest

Populated by several cazadores, this location is external only with no caves or structures to enter. There is a hollowed-out rock on the right.

Enemies: Cazadores.

Notable loot: .44 magnum revolver.

Chance's Map

This map was carved by the blade of Chance's knife and McMurphy's finger in the graphic novel All Roads, however its location was much different than what appears in the game itself.

The deep grooves represent the major highways in and around New Vegas. Items on the map are figurative of the items they represent (none of these items may be picked up):

The can of turpentine represents the Strip, the cherry bombs in the northeast represents the Boomers at Nellis.

The rock in the upper northwest represents Jacobstown.

The Legion Denarius in the east represents the Fort.

The un-opened whiskey bottle is Hoover Dam.

The Stealth Boy is Black Mountain, east of it is a shard of mirror representing HELIOS One.

The beer bottle in the middle of the map is probably the REPCONN launch facility.

The stick of dynamite represents Powder Ganger territory.

The deathclaw claw is Quarry Junction, the tin can in the west is probably Goodsprings, the rock north of it is most likely Red Rock Canyon.

The tin can in the south is Camp Searchlight, the bottle of water is Cottonwood Cove, the bullet cases is Nipton.

In the far Southwest of the map, the two tall bottles represents the giant ranger statues at the Mojave Outpost.

Charleston Cave

Charleston Cave is a location within Mount Charleston. The cave is a series of winding rock tunnels with several spacious caverns scattered throughout the stone labyrinth. Inside is a locked bunker built before the war (a Lockpick skill of 75 is required to open it).

Enemies: Night stalkers.

Related quest: Guess Who I Saw Today (Look for the source of the night stalker stealth mutation).

Cottonwood Crater

Cottonwood Crater is an atomic bomb impact point in the southern mountains. This area contains a highly radioactive pool (up to 20 rads a second).

This location is reached via a cave exit in Fire Root Cavern.

Enemies: Golden geckos.

Notable loot: Fat Man (on a dead prospector).

Cottonwood Overlook

Cottonwood Overlook is an abandoned promontory, offering a great view of the Legion camp at Cottonwood Cove below. This area consists of a few boarded up beach homes, two dumpsters, and a truck which contains radioactive waste transported there from San Onofre.

Related quest: Eye for an Eye (The radioactive waste truck can be opened in order to spill the barrels onto Cottonwood Cove below).

Coyote Den

Coyote Den is an open cave with several coyotes roaming around at the mouth. Deep in the den next to a pile of bones is lying a dead Bright Brotherhood Follower.

Enemies: Coyotes, Coyote den mother, Coyote pups.

Coyote Mines

There are two notable sections to this location, the house and the mine itself, without any hostile creatures or traps inside. The Coyote Mine house has two floors, containing sleeping quarters, many storage containers and a working jukebox. The mine is small and contains some Dynamite, Frag Grenades, and minor loot.

Two prospectors may or may not be inhabiting this area.

Enemies: Feral ghouls (outside).

Notable loot: Sunset Sarsaparilla star bottle cap (in the house).

Coyote Tail Ridge

Coyote Tail Ridge is the location, called "Canyon 37" by the NCR, where their ambush teams, the First Recon Snipers, were stationed during the massacre of the Great Khans. It was the Khans' only route of escape from Bitter Springs.

Enemies: Cazadores.

Related quest: I Forgot to Remember to Forget (Talk to Boone about staying overnight at Coyote Tail Ridge).

Crashed B-29

The Crashed B-29 was a Boeing B-29 Superfortress that crashed on July 21, 1948 (129 years before the Great War) and is lying now at the bottom of Lake Mead.

Related quest: Volare! (Raise the bomber from the bottom of Lake Mead).

Crashed Vertibird

Crashed Vertibird is the wreckage of an Enclave VB-02 vertibird (with the prefab serial number VEM-105 2193).

El Dorado Dry Lake

El Dorado Dry Lake is a vast expanse of sand and cracked earth. There are derelict vehicles on the northern edge of the dry lake. If this vehicles are shot or hit by fire ant flame attacks, they will cause a large chain reaction vehicle explosion.

Enemies: Fire ants.

Related quest: Talent Pool (Recruit a musician for the Tops, The Lonesome Drifter, who can be found beneath the road sign just northeast of El Dorado Dry Lake).

El Dorado Gas & Service

El Dorado Gas & Service is an abandoned gas station. It contains a campfire for crafting and also several makeshift beds outside.

Enemies: two Viper gunslingers and a Viper leader reside near the signs close by.

Notable loot: Sunset Sarsaparilla star bottle cap.

El Dorado Substation

The El Dorado Substation is a power sub-station near HELIOS One, guarding by the NCR troops. This location is of paramount importance to the NCR, as it is responsible for converting the energy from HELIOS One into usable electricity. It consists of a single building Power Substation and a large array of transformers.

Faction: NCR.

Inhabitants: NCR Sergeant and 7 NCR troopers.

Related quests: Wild Card: Finishing Touches, and The House Always Wins, VII (Install the override chip on a terminal at the substation).

Notable loot: Sunset Sarsaparilla star bottle cap.

El Rey Motel

The El Rey Motel is a dilapidated motel. Most of the doors into the motel's rooms are blocked up by debris and are therefore inaccessible. The exceptions are one room on the bottom floor, which is filled with bark scorpions, and two rooms on the top floor with a hostile crazed chem addict in the one of them. The room on the bottom floor belonged to someone who borrowed money from a loan shark but failed to return it.

Enemies: Bark scorpions, Crazed chem addict.

Notable loot: Threatening note in the room on the bottom floor; Sunset Sarsaparilla star bottle cap in the room from the left on the top floor; Nuka-Cola Victory in the room from the right on the top floor.

Emergency Service Railyard

Emergency Service Railyard contains a building that cannot be entered and the platform with several mattresses, an irradiated sink and some shelves full of containers. A campfire can be found nearby.

Follower's Outpost

The Follower's Outpost is located at the end of a small road branching off from Highway 95. Curiously, the outpost appears much larger on the inside than it is on the outside. The only purpose this location serves is to complete the quest I Could Make You Care, if the Courier chose a certain path.

Faction: Followers of the Apocalypse.

Inhabitants: Doctor Alvarez, 2 Followers doctors, 2 Followers guards.

Related quest: I Could Make You Care (Bring Veronica to check in with the Followers of the Apocalypse outpost).

Follower's Safehouse

To access the safehouse, the Courier must become Idolized by the Followers of the Apocalypse. After that Julie Farkas at the Old Mormon Fort will offer you membership of the Followers and give you the key.

Wang Dang Atomic Tango (Find the new "employees" for the Atomic Wrangler Casino).

Debt Collector (Collect owed debts from specific people).

High Times (Help Bill Ronte and Jacob Hoff).

Help Julie Farkas to make a deal with the local merchants.

Communication service: Mojave Express dropbox.

Notable loot: Snow Globe - Mormon Fort, Today's Physician in the Old Mormon Fort; Programmer's Digest, Tales of Chivalrie, Today's Physician in the Mick & Ralph's; Figaro (a unique variant of the straight razor, carried by Sergio), Boxing Times in the King's School of Impersonation; Nuka-Cola Victory in the Atomic Wrangler Casino; Lying, Congressional Style, Sunset Sarsaparilla star bottle cap in the Cerulean Robotics; Cram Opener (a unique variant of the bladed gauntlet, after completing Three-Card Bounty you will find this weapon on the body of Little Buster near Freeside's North Gate); Euclid's C-Finder (the boy Max will be chasing a girl named Stacey with this unique weapon in the hand).

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Gibson Scrap Yard

Old Lady Gibson has been running this modest scrapyard for the last few years since the passing of her husband. All she has now are memories, and a collection of hounds that she dotes on.

Gibson Scrap Yard consists of the yard and Old Lady Gibson's garage. Inside the garage is where Reina and Ray stay, and Old Lady Gibson rests.

Goodsprings Source

Goodsprings Source is located south-south-east of Goodsprings and serves as its purified water supply.

Inhabitant: Barton Thorn.

Enemies: Geckos.

Related quests:

Back in the Saddle (Kill the geckos at the wells).

By a Campfire on the Trail (Use the campfire to make healing powder).

(Unmarked) Agree to save Barton Thorn's girlfriend trapped by geckos.

Tools: three campfires.

Notable loot: a shovel is right beside one of the wells.

Great Khan Encampment

The Great Khan Encampment is a location that used to overlook Quarry Junction by the Great Khans.

Faction: Great Khans.

Inhabitants: Melissa, 2 Great Khans.

Enemies: Deathclaws.

Related quests:

Don't Make a Beggar of Me (Bring the chem shipment to Melissa).

Oh My Papa (Convince Melissa to speak out against Caesar).

Tools: Campfire.

Griffin Wares Sacked Caravan

The Griffin Wares Sacked Caravan contains 3 brahmin corpses, a wooden cart with nothing important inside, two ash piles, and some scattered loot near one of the brahmin.

Related quest: Heartache by the Number (Investigate the wreckage of the Griffin Wares caravan with Cass).

Notable loot: Plasma rifle.

Grub n' Gulp Rest Stop

The rest stop is basically a pen with three brahmin and an inaccessible shack. There is a campfire for crafting and makeshift beds to restore health.

Inhabitants: Fitz (food merchant), Lupe (water merchant).

Unmarked quest: Help Cpl. Farber at Camp McCarran find a meat vendor.

Notable loot: Salesman Weekly, Sunset Sarsaparilla star bottle cap.

Guardian Peak

The Guardian Peak itself is devoid of NCR soldiers, but populated with giant rats and radscorpions. The nearby cave system, Camp Guardian Caves, contains the dead NCR troopers that were stationed at Camp Guardian.

Gun Runners

Gun Runners is run by a trade group called the Gun Runners, who have specialized themselves in the manufacturing and selling of firearms.

The Gun Runner Headquarters is a single story building that consists of a main lobby, a workshop and living quarters. Entering the Gun Runners complex is trespassing, and causes the guards on the premises to turn hostile.

Gypsum Train Yard

The Gypsum Train Yard is an abandoned railway yard filled with deathclaws. There is an unmarked train tunnel (with a very hard lock on both ends) north of this location that leads to Nellis Air Force Base and may be used to avoid the howitzer bombardment when approaching the Boomers' base.

H&H Tools Factory

H&H Tools Factory was the Houses' family owned company. Robert House's half-brother, Anthony House, cheated the inheritance of the company from Mr. House when their father died. Anthony House suffered from paranoia, which led to increasingly severe security measures at the company. In 2077, he locked down the H&H Tools Factory and activated its security systems. He also planted frag mines inside the interior of the factory and fired all his employees.

Harper's Shack

Harper's Shack is ideal for player housing, as it has safe storage, bed, campfire, reloading bench and workbench all in or around the building. However, deathclaws may be located in the surrounding areas.

Enemies: Deathclaws, Vipers (to the northeast).

Tools: Reloading bench and Workbench.

Notable loot: Sunset Sarsaparilla star bottle cap.

HELIOS One

HELIOS One is a Poseidon Energy solar plant that generates and provides power to the New Vegas Strip and other settlements in the Mojave Wasteland. It also contains the control system for two space-based weapon platforms, Archimedes I and Archimedes II.

That Lucky Old Sun (Helios One has the potential to power the Wasteland or power up an incredible super weapon).

Classic Inspiration (Take a picture of the HELIOS One sign).

Restoring Hope (Ask Haggerty about Forlorn Hope supplies).

Sunshine Boogie (Find spare array parts from HELIOS One).

ED-E My Love (Triggers the first message).

Notable loot: D.C. Journal of Internal Medicine upstairs in the main building; Fixin' Things in the Solar Collection Tower; Big Book of Science (can be acquired from Ignacio Rivas if the Courier chooses to distribute the energy to the full region).

Hidden Supply Cave

The Hidden Supply Cave is a small cave containing a few boxes, and a radiation suit required for Wheel of Fortune. The door to the cave is an average lock (50 Lockpick needed).

Hidden Valley

Hidden Valley is four USAF bunkers remaining from before the Great War in the fenced area nestled between hills and rocks. Three of four bunkers are just a large entry room with a locked door on the opposite side that lead to nowhere.

It is not possible to gain access to the Hidden Valley Bunker without acquiring the holotape containing the passphrase from any of three missing Brotherhood patrols: at the REPCONN Headquarters, or near Black Mountain, or in a ditch on the artillery-battered area outside Nellis Air Force Base. With the holotape and passphrase, an option will be given to say it into the intercom. Otherwise the lock (very hard) can be picked. Alternatively, the door can be opened with Veronica present. Access can also be granted through the quest Wild Card: Side Bets or by advancing far enough in any storyline to be asked to interact with the BoS.

Highway 95 Viper's Encampment

Hoover Dam

Hoover Dam is a concrete arch-gravity dam in the Black Canyon of the Colorado River. The west side of the dam is controlled by the NCR. The east side of the dam is controlled by the Legion. It is the central point of the power struggle between NCR, the Caesar's Legion, and Mr. House.

Horowitz Farmstead

Horowitz Farmstead consists of a large building and an old barn next to a grain silo. There is a campfire for crafting, beds, sacks and crates inside the barn where the Vipers' camp is.

Faction: Vipers.

Enemies: 3 Viper gang members.

Notable loot: Sunset Sarsaparilla star bottle cap on the crates in the open barn, Hunting shotgun in the pick-up truck next to the barn.

Note: North of the farm is the mercenary camp with a group of hostile mercenaries. One of them is equipped with the YCS/186 (a unique variant of the Gauss rifle).

If the Courier has the Wild Wasteland perk, a mercenary campground will change into an extraterrestrial landing zone, complete with spacecraft, and three aliens. The alien captain is equipped with the unique Alien Blaster.

Hunter's Farm

Hunter's Farm is a simple one-story house with a few rooms and not much around it. Powder Gangers spawns outside of the house, but they are sometimes killed by geckos before the Courier reaches the house.

Ivanpah Dry Lake

Ivanpah Dry Lake is a vast expanse of sand with a small hill in the center with a harvestable honey mesquite pod and a burned-out car.

Enemies: Bark scorpions, Giant ants.

Ivanpah Race Track

The Ivanpah Race Track consists of a race track, a start/finish banner, a wrecked Flea, and an ant hill. A line of giant soldier ants and giant worker ants will be encountered moving between the ant mound and the corpse of a giant radscorpion lying on the road south of this track. There is a duffle bag close to the start/finish flag.

Enemies: Giant ants.

Jack Rabbit Springs

The Jack Rabbit Springs is a highly irradiated place. There are five irradiated hot-springs around a small hill in the center with two poles on it. The area is populated by centaurs, evolved centaurs and, at the very back, up against the mountains at a camp, a super mutant master armed with a heavy weapon.

Enemies: Centaurs, Super mutant masters, Super mutants.

Notable loot: a Stealth Boy on the small hill, Super mutants carry a light machine gun, minigun or heavy incinerator.

Jacobstown

Jacobstown is located at the same place as the pre-war settlement of Mount Charleston, a small alpine resort high in the mountains. By 2281, Marcus, the mild-mannered super mutant sheriff of a settlement named Broken Hills, had found Mount Charleston, where he founded yet another safe haven for mutants, naming it Jacobstown in honor of his old friend. At Jacobstown Marcus helps and protects schizophrenic nightkin, and hopes to find a cure with the help of former Enclave scientist Doctor Henry.

Jean Sky Diving

Jean Sky Diving is the remains of an old sky-diving school, now overrun by a few Powder Gangers. Just behind the shack is an old airplane, which was once used for sky-diving.

Faction: Powder Gangers.

Enemies: Bloatflies.

Related quest: I Fought the Law (Track down the suspicious merchant near Jean Sky Diving and get rid of him).

Notable loot: Sunset Sarsaparilla star bottle cap, Weapon repair kit.

Junction 15 Railway Station

The Junction 15 Railway Station is an old abandoned train station that cannot be entered next to train tracks.

Enemies: Deathclaws.

Notable loot: Sunset Sarsaparilla star bottle cap on the left green bench on the platform.

Lake Las Vegas

Lake Las Vegas is completely separate from Lake Mead, with a small dam in the northeast edge of the lake. It provides a good source of water for the NCR Sharecropper Farms to the northwest, thanks to the snaking pipeline.

Lake Mead Cave

The Lake Mead Cave is located underwater. The entrance to the cave is marked above the surface by a partially sunken fishing boat.

The cave is split into two major sections. The first section has an above-water surface that can be used to regain oxygen. The second section has no way to regain oxygen, so the rebreather is highly recommended.

Notable loot: Lad's Life, 60 pre-War money.

Legate's Camp

The Legate's Camp is surrounded by cliffs and mountains on all sides and is inaccessible for the majority of the game. The only way to enter the camp is during the final leg of the main quest.

There are several Legionaries armed with marksman carbines and power fists throughout the camp. On the right side of the entrance to the camp there is a cage with Legion mongrels. On top of the hill stands the Legate's war tent.

Eureka! (The Legate's camp must be destroyed to protect the Hoover dam).

No Gods, No Masters; All or Nothing (Enter the Legate's camp to deal with Lanius).

Notable loot: Blade of the East (a unique version of the Bumper sword, can be looted from Legate Lanius in the final battle if siding with the NCR, Yes Man, or House).

Legion Raid Camp

The Legion Raid Camp is a small camp with two levels, there is a storage tent and two red tents on the upper level. On the lower level, there is one more tent. Each level has a campfire. There are also two Powder Gangers being held hostage at the camp.

Lucky Jim Mine

The entrance to the Lucky Jim Mine is caved in, but the Lucky Jim Mine House is accessible. The house contains a workbench.

Enemies: Fire geckos.

Tools: Workbench.

Notable loot: Lying, Congressional Style.

Makeshift Great Khan Camp

This recently abandoned camp has a few empty Whiskey bottles, a Campfire for crafting, and a hollowed-out rock containing random loot. It is on the edge of the 160 trail.

Faction: Great Khans.

Enemies: Cazadores, Deathclaws.

Matthews Animal Husbandry Farm

Some scattered diary pages detail the grisly end of the last human inhabitant of the farm, a lone child. According to the diary pages, the child's parents go to Camp Searchlight to procure supplies. Days pass and the parents do not return. The child goes into the camp to search for them and finds that they have become feral ghouls due to the Legion's large radiation bomb event. The child's parents, now feral, attack and try to eat the child, so the child shoots them and returns to the farm. Now, as the only human inhabitant, the child becomes increasingly paranoid and begins accusing the farm animals of a violent conspiracy to overtake the farm. In a last, maniacal attempt to stop the animals, the child burns the farmhouse while still inside.

Inhabitants: Malnourished brahmins and Malnourished bighorners.

Notable loot: Sunset Sarsaparilla star bottle cap, Wasteland Survival Guide, Torn diary pages 1-4 (page 1 in the bighorn barn, page 2 in the back of the truck, page 3 in the northern barn on the 2nd floor, page 4 in the burnt down farmhouse).

Mesquite Mountains Camp Site

Mesquite Mountains Camp Site consists of two tents each containing two beds. East of the camp and below the ledge has the abandoned vehicles.

Enemies: Radscorpions, Giant radscorpions.

Related quest: We Will All Go Together (This is the location that Private Edwards will go to if you tell him that there are many places to go).

Mesquite Mountains Crater

The Mesquite Mountains Crater is a heavily irradiated place. The area has been charred by the bombs and the pools of water are quite irradiated.

Building: Hell's Motel. It is a two-story shack containing the late Dr. Rotson's lab, a kitchen on the first floor, and his sleeping quarters on the second.

Despite the widespread radiation outside near the irradiated lake, Hell's Motel is radiation-free inside. Upon entering, the body of Dr. Rotson will be found lying in a pool of blood, along with a crazed Mister Handy. It appears as though he was making moonshine.

Miguel's Pawn Shop

Miguel's Pawn Shop is a merchant trade store previously owned by Miguel's grandfather until he was killed by the Fiends. It is located in Westside.

Owner: Miguel.

Inhabitants: Miguel (merchant), Keller (only appears if the Courier progresses to a certain point in Contreras's quest).

Related quests:

I Could Make You Care (Visit the Pawn Shop in Westside with Veronica).

Dealing with Contreras (Deliver the medical supplies to a man named Price in Miguel's Pawn Shop).

Tools: Reloading bench.

Mojave Drive-in

Mojave Drive-in is the starting point for the add-on Old World Blues. With the Old World Blues add-on installed, in the center of this area is a crashed satellite. At midnight, the crashed satellite will begin a display on the drive-in screen.

Mojave Outpost

Mojave Outpost is the NCR's administrative headquarters for the area around Primm, having a medium-sized garrison of troops stationed there. The outpost consists of two buildings on a hill saddle. The northern end of the outpost is overshadowed by two giant ranger statues. The gate to the southwest continues along the I-15, however it is locked. If you target the NCR in The Apocalypse quest during Lonesome Road, the gate will become unlocked and leads to Long 15.

Mole Rat Ranch

The Mole Rat Ranch is just a piece of land with a bunch of friendly mole rats. A hostile brahmin can be found among them, usually having killed the entire pack when you arrive. Both the mole rats and the brahmin respawn. A bit northeast of the ranch is the farm the brahmin are coming from. There is a trough with bits of meat in it, implying that someone trained the brahmin to eat meat.

North of the ranch is a Mojave home with two average locked doors. It's apparent that it was the home of a moonshiner as shown by the still in the kitchen and the numerous stalks of maize growing inside.

To the east of the ranch there is a ruined building (beware of traps on each entrance). Inside the ruined building there is a hard locked room that contains a sniper rifle and some .308 ammunition. There is a copy of True Police Stories and a Patriot's Cookbook on the shelf, and a copy of Locksmith's Reader to the right in the small bookcase at the front door.

Monte Carlo Suites

The Monte Carlo Suites is one large building with a big neon sign on the roof to the western side of New Vegas. The building has quite a decayed look, but the inside is more or less well preserved, excluding the demolished stairs (that deny access to the second floor). One thug of the Scorpions Gang usually guards the front door, other gang members can be found inside.

Faction: Scorpions.

Enemies: Roller, Yvette, Scorpions gang members.

Tools: Reloading bench and Workbench.

Notable loot: .44 revolver (can be looted from Yvette).

Morning Star Cavern

The Morning Star Cavern is a small, single crescent-shaped room. The entrance to the cave is surrounded by rocks and skeletons. Next to the Hollowed-out rock, the Courier can find an explosives crate filled with various explosives.

Enemies: Night stalkers, Young night stalkers, Den mother.

Mountain Shadows Campground

The Mountain Shadows Campground is a small campsite with a campfire on the eastern side with various minor loot scattered around.

NCR Correctional Facility

The NCR Correctional Facility (NCRCF) is a former NCR prison. Under recent NCR control, it has been used to house prisoners and detail chain gang work along the railroad parallel to the Long 15 under NCR trooper supervision. However, most of the prison guards were pulled away to run Colorado River border patrol, and the prisoners executed a daring escape. After that, the dregs of humanity known as the Powder Gangers decided to form a faction and stay in this heavily fortified place, with plans of expansion.

The prison has only one entrance, and it is guarded by Dawes. He can unlock the door for you at the price of 100 caps, or you can try pickpocket the key from him, or simply kill him for the key.

NCR Sharecropper Farms

The NCR Sharecropper Farms were built as part of the implementation of the Thaler Act, under which farmers from the NCR would come to the Mojave wasteland to farm the land in exchange for the NCR's military protection (and water thanks to a pipe from Lake Las Vegas).

This area consists of a partially enclosed field where the sharecroppers are growing crops, mostly maize. On the field there are several poorly built greenhouses and a barracks.

Neil's Shack

Neil's Shack consists of a makeshift shelter. It is inhabited by Neil, a friendly super mutant.

Owner: Neil.

Related quest: Crazy, Crazy, Crazy (Speak to Neil at his shack).

Nellis Air Force Base & Nellis Hangars

Nellis Air Force Base is a pre-War air force base that was once the United States Air Force Warfare Center. After the war it became the home to the Boomers, former occupants of Vault 34.

The entrance into this area is strictly forbidden to all outsiders. The front gate is vigilantly guarded day and night by a howitzer team. Nellis Air Force Base's main entrance can be approached from two different ways, with the most notable one being via the old road leading east from Fields' shack. When approaching from the old road, the Courier will encounter George, who provides the Nellis artillery timing details. The second approach can be accessed by the unmarked train tunnel (with a very hard lock) located north of Gypsum Train Yard.

Nellis Array

The Nellis Array is the second most impressive piece of solar-power engineering in the Mojave Wasteland, after HELIOS One. It is provides power for the entire Nellis AFB. Outside on the top of the array building are several broken solar panels.

Nellis Air Force Base & Nellis Hangars

There are two hangars. One hangar houses the remaining parts of a B-29 bomber, while the other is used to house the VR terminals, used to train pilots. The building also serves as a mess hall and storage area. During the day, several important members of the Boomers can be found gathered here.

Related quests:

Volare! (Implement the Boomer's plan to raise the bomber from the bottom of Lake Mead).

Young Hearts (Pairing Jack of Nellis with Janet).

Still in the Dark (Find the missing BS patrol at Nellis AFB).

I Could Make You Care (Look for information about the pulse gun at Nellis AFB).

Wild Card: Side Bets; The House Always Wins, III; Render Unto Caesar (Make contact with the Boomers, or kill them).

I Hear You Knocking (Get a replacement firing mechanism for the Legion's howitzer from the Boomers).

Things That Go Boom (Convince the Boomers to help NCR in the upcoming battle).

Notable loot: Liberator (a unique variant of the machete, can be looted from Dead Sea in the eastern barracks, or if siding with the Legion, the weapon is given to you by Dead Sea after completing We Are Legion), Nuka-Cola Victory inside the Nelson House west of the two barracks.

Nevada Highway Patrol Station

The Nevada Highway Patrol Station is an abandoned patrol station that is used as a base of operations for members of the Jackals. In front of the building are three run-down police cars.

Nipton

Nipton is a small town that will be found ravaged by Caesar's Legion in 2281. Before the Legion hit the town, it serviced NCR soldiers in the night and Powder Gangers in the day under the leadership of Mayor Joseph B. Steyn.

Wheel of Fortune (Speak with someone in Nipton about the missing radiation suits).

Tools: Workbench, Campfire.

Notable loot: Big Book of Science, Nuka-Cola Victory, Future Weapons Today, Programmer's Digest (2) in the Nipton Hall; Milsurp Review, Salesman Weekly in the General Store; Sunset Sarsaparilla star bottle cap in the house in front of the General Store; Declaration of Vital Essence, Patriot's Cookbook inside the heavily booby-trapped Nipton house with sandbags lined up in front of it.

Nipton Road Pit Stop

The Nipton Road Pit Stop consists of a couple of burned-out houses, a campfire with some healing powder and some makeshift beddings.

Faction: Jackals.

Enemies: Jackal gang members, Jackal gang leader.

Note: If you go up the road to the east, towards Nipton, you may run into Jacklyn and Tomas in a gunfight. If you wait for the fight to finish you can take 9 Sunset Sarsaparilla star bottle caps.

Nipton Road Reststop

The Nipton Road Reststop is located on the junction of highway 15 and the 164. It consists of the Nipton Road general store, a destroyed house to the south and an inaccessible house to the north.

Note: the Nipton Road Reststop is the location of Mayor Steyn's secret stash, mentioned in his journal entry 2/2 and on the terminal in his office in Nipton Hall.

Nopah Cave

Nopah Cave is a small ancient cavern. It was once famed for trilobite fossils, but fire geckos roam here now.

Enemies: Fire geckos.

Notable loot: a nearly broken Fat Man on the corpse of a super mutant master.

North Vegas Square

The North Vegas Square is the slums of New Vegas. Most of the buildings are decrepit and falling apart. The only places of interest here are an apartment building called The Gray and a manhole to the North sewers.

Note: Jules holds the schematic for .44 SWC hand load ammunition, which he will give to you if you pass a Guns skill check of 50 and a Survival skill check of 60.

Northern Passage

The Northern Passage serves as the starting point for the Fallout: New Vegas add-on Honest Hearts, as well as a checkpoint for the path to Zion (if Honest Hearts is not installed, the Northern Passage is covered by a barrier of fallen rocks).

Old Nuclear Test Site

The Old Nuclear Test Site is a highly radioactive place. On a nearby hill to the northwest is a sandbagged observation area with chairs and five pairs of authority glasses. Inside the shack there is a refrigerator, an oven, some shelves, a dresser, and in the corner a queen-sized bed with dead ghoul-wannabe Trash lying on it.

Powder Ganger Camp East

The Powder Ganger Camp East is a makeshift camp built into the side of a cliff, there are wooden barricades that act as protection. Powder charges litter the surrounding area.

Faction: Powder Gangers.

Inhabitants: three Powder Gangers.

Tools: Campfire.

Powder Ganger Camp North

The Powder Ganger Camp North is a makeshift camp built into the side of a cliff. Powder charges litter the surrounding area.

Faction: Powder Gangers.

Inhabitants: three Powder Gangers.

Tools: Campfire.

Powder Ganger Camp South

The Powder Ganger Camp South consists of an overturned train container leaning against a rock, with two large rectangular pieces of scrap functioning as a roof.

Faction: Powder Gangers.

Inhabitants: Chavez and three Powder Gangers.

Related quest: I Fought the Law (Deal with Chavez).

Tools: Campfire.

Notable loot: Lad's Life.

Powder Ganger Camp West

The Powder Ganger Camp West consists of a trailer with a bed and some boxes of loot, and a semi truck with its contents spilling out into the irradiated sludge. Powder charges litter the surrounding area.